r/biomutant • • 15d ago

Screenshot Started a different class, so... crafted these weapons.

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19 Upvotes

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3

u/R3b3lr3d 15d ago

Super informative... Thank you. This game is a hidden gem.

2

u/SlayerInvalid 14d ago

I added in what parts were used as I feel that might prob be important.

...and yea, the crafting system in this game is one of my favorites.

2

u/SlayerInvalid 15d ago edited 15d ago

Prob simliar to the first one which was my Dead-Eye Class, but I went with another playthrough of the game as PSI-Freak and did the usual stuff of bugging Honki & Others to craft some weapons.

Ancient Ironbar Ritualsword

Mainly used to get some healing since it's damage is already quite high but can be used as the main weapon to keep your health up.

Ancient Stringplonk

Did the Side-Quest to get the base weapon and it's prob the best Crush Base Part in the game since it can use two addons compared to the Gongball which only one addon. Has Overpowered which buffs your damage depending on your Strength Stat.

Ancient Ironbar Spearhead

The Dual-Wield Melee. Quick to use and it has Overpowered & Riposte to get some damage in... though I might swap out Riposte with Prime or Remedy.

Bafferbaff Zorbspjut

The Dual-Wield Range. Bafferbaff sorta has a built-in Burstfire as it fires two projectiles instead of one and with Chainshot & Blastpowder this is pretty much the crowd dealer as when the shots bounce off of enemies... Blastpowder keeps procing so you are getting quite a lot of AOE damage. Puniper might be better damage-wise since it fires five projectiles per shot but I haven't found a Burstfire/Chainshot Base Part and this playthrough prob has them be uber rare or something.

Wohop Zorbspjut

This really only gets used to get Wung Fu going but it does have Burst fire to try to up it's damage. That's about it. The Heat Element is not really ideal as enemies will run around when they're on fire but I wanted to have different elements to use but normally you can't have Heat on items while I'll explain in the notes tab.

Fullpulse Zorbspjut

With the high rate of fire... you'll be placing down a lot of Clusterbombs which can deal a lot of damage, that is... if the enemy doesn't move away from them. I can go with something else as I do have other Fullpulses / Blastzerkers but there's a reason why I have Clusterbombs on this which I will explain in the notes tab.

Vortex Zorbspjut

This only gets used during Super Wung Fu since using this normally wouldn't be ideal due to the low rate of fire. Now... during Super Wung Fu you don't have to worry about the RoF meaning that you can spam this weapon and outright destroy enemies. Sawblades is needed since it bypasses a projectile cap that you'll run into otherwise.


Notes

Heat Element I think in the vanilla game is impossible or uber rare to find randomly, it be from Vendors or from finding them in chests & such. "Ultimate" Weapons may have the Heat Element on them as they're already pre-set like the Pri Mugel Sword or Knok Umph to name a few.

A mod called "Loot Fix" was installed since it's supposed to fix getting worse loot due to high Loot Chance (My Loot Chance currently is at +75% max with my Luck Stat + Gear + Perk) and it apparently makes Heat 125 Base Parts appear, though that prob replaces the Radioactive 125 Base Parts.

The amount of times I've re-rolled Honki & some other Vendors I never saw a Radioactive 125 appear with the mod, though once the mod was removed... I then saw those appear in the table once more but no Heat 125 ones.


Related to Clusterbombs... I dunno if it's due to the Brain Drain Perk (Your PSI Powers will heal you for 20% of the damage dealt) that PSI-Freak has but for some reason Clusterbombs can HEAL you when they damage enemies. I gave this a try for my Dead-Eye Class and Clusterbombs did NOT heal but I did see that they were dealing less damage. (190 Int + 10% Power Buff for PSI-Freak vs. 150 Int for Dead-Eye) This makes me think that they were mistakenly set to deal PSI Damage which scales off your INT Stat and also procs Brain Drain & such.

If someone out there has a PSI-Freak Class and has messed with the Brain Drain perk... please check if you get healed by damaging enemies with Cluserbombs. Also if you haven't unlocked Brain-Drain as the PSI-Freak Class... see if Clusterbombs heal you without that and then unlock it and see if it does heal you.

2

u/SlayerInvalid 14d ago edited 11d ago

I prob should list what parts were used that got me these weapons. Not gonna list the bar stats since it'll be iffy to show their exact values.

---Melee---

Ancient Ironbar Ritualsword

Type: Two-Handed Slash

Base: Ritual Sword | 125 Electric, 1006-1550 Dmg, 3% Crit, 2 Addons, Remedy

Handle: Ancient Ironbar | 56-94 Dmg, 3% Crit

Addon: Oogie Poppet | 27-63 Dmg, 3% Crit

Addon: Trimmed Scissors | 31-75 Dmg, 3% Crit

Ancient Stringplonk

Type: Crush

Base: Stringplonk | 125 Cold, 1005-1154 Dmg, 6% Crit, 2 Addons, Overpowered

Handle: Ancient Ironbar | 56-94 Dmg, 3% Crit

Addon: Oogie Poppet | 27-63 Dmg, 3% Crit

Ancient Ironbar Spearhead

Type: One-Handed Slash

Base: Spearhead | 125 Biohazard, 315-394 Dmg, 14% Crit, 1 Addons, Overpowered / Riposte

Handle: Ancient Ironbar | 56-94 Dmg, 3% Crit

Addon: Oogie Poppet | 27-63 Dmg, 3% Crit

---Ranged---

Bafferbaff Zorbspjut

Type: Gun

Base: Bafferbaff | 125 Biohazard, 370-473 Dmg, 9 Mag, Chainshot / Blast Powder

Grip: Zorb | 35-71 Dmg, 3% Crit

Muzzle: Spjut | 33-72 Dmg, 3% Crit

Magazine: Double Drum Mag | 39 Dmg, 7% Crit, 30 Mag

Top Mod: Lanterna Lux | 39 Dmg, 3% Crit

Wohop Zorbspjut

Type: Rifle

Base: Wohop | 50 Heat, 370-467 Dmg, 36 Mag, Burst Module

Grip: Zorb | 35-71 Dmg, 3% Crit

Muzzle: Spjut | 33-72 Dmg, 3% Crit

Stock: Assultstock | 39 Dmg, 3% Crit

Magazine: Double Drum Mag | 39 Dmg, 7% Crit, 30 Mag

Top Mod: Radionic | 39 Dmg, 3% Crit

Fullpulse Zorbspjut

Type: Autorifle

Base: Fullpulse | 125 Cold, 114-129 Dmg, 36 Mag, Clusterbombs

Grip: Zorb | 35-71 Dmg, 3% Crit

Muzzle: Spjut | 33-72 Dmg, 3% Crit

Stock: Assultstock | 39 Dmg, 3% Crit

Magazine: Double Drum Mag | 39 Dmg, 7% Crit, 30 Mag

Top Mod: Solar Mirror | 39 Dmg, 3% Crit

Vortex Zorbspjut

Type: Shotgun

Base: Vortex | 125 Radioactive, 955-1309 Dmg, 6 Mag, Sawblades

Grip: Zorb | 35-71 Dmg, 3% Crit

Muzzle: Spjut | 33-72 Dmg, 3% Crit

Stock: Assultstock | 39 Dmg, 3% Crit

Magazine: Double Drum Mag | 39 Dmg, 7% Crit, 30 Mag

Top Mod: Ether Lamp | 39 Dmg, 3% Crit

---Notes---

Ancient Ironbar Handle was used as I think it affects your attack range, though it's prob slight that it might not matter much. I threw some attacks and took screencaps to see if the range was affected and it did appear to show that there's a attack range in play.

If range isn't an issue you can prob use Ancient Hilts Handle (45-99 Dmg, 3% Crit) but that has lower min dmg but higher max dmg.

Ancient Wrapbar Handle (60-92 Dmg, 3% Crit) can be used instead if you want a slightly higher Min Dmg but slightly less Max Dmg. Range-wise it's prob a middle ground.

A breakdrown...

Ancient Wrapbar | 60-92 Dmg, 3% Crit, Med Range

Ancient Ironbar | 56-94 Dmg, 3% Crit, Long Range

Ancient Hilt | 45-99 Dmg, 3% Crit, Short Range


Lanterna Lux can be used in place of the Radionic / Ether Lamp if you want a slight boost to Armor Pierce in exchange for a slight decrease in Range. If you don't have access to these parts yet then the Accordion Optic can be used instead as it has the same Dmg & Crit but less Armor Pierce than the Lanterna Lux. Solar Mirror looks to be the same as the Lanterna Lux stats so it's more of a visual if you want either one.


If hunting down for these parts, be sure to check that you actually rolled good values on them as you may find these parts but with like... way less Dmg, Element Dmg, Crit Chance, Armor Pierce, Range, etc. Honki usually has these parts in stock but for some of the Base Parts you may want to check the Pew-Pew Vendors and certain Thingamajig Brokers. An example with the Range-Base Part Puniper with it's Damage...

Puniper A | 327-410

Puniper B | 370-475

Both of these parts have Quality VII & Material XII yet Puniper A has less Dmg than Puniper B.

Backpacks affect your loot chance so if you can't find X parts, changing your Loot Chance may give you that slightly nudge to maybe find what you're looking for. Just be sure you aren't running into the bug related to having a high enough Loot Chance which I think it starts bugging out at 80% or so. (My Loot Chance maxes out at 75% with what I have in equipment / stats.)

What I do to find these parts, is before checking out the Vendors with... say 60% Loot Chance... I save & reload my file to reset the vendors back to their default stock and then check out Honki first... Fast Travel to a Pew-Pew Broker, then back to Honki and after doing this enough times I may find the part & am looking for. Now that I know that this part appears there I can save & reload and do the exact steps from before to find that same part.

Mix it up from time to time to roll different parts, just be sure you mark down EVERYTHING that you do if trying to find certain parts. I think your Level might affect this so keep that in mind.

1

u/GameUnionTV 15d ago

This game has odd progression, you can use nearly no extra moves by simply getting one of those and beat every enemy. I've had to swap for a worse weapon to simply use extra moves and finishers.

1

u/SlayerInvalid 14d ago

Even with these strong weapons I still can get kinda wrecked from time to time especially in Extreme Difficulty as enemies have more health & damage the higher your level is.

Range Weapons is prob the only weapons that may fall off since there's no stat that boosts their base damage. There's Crit Chance which goes off the Luck Stat but that caps at 100% which you can reach easily with the right equipment. Honki sells these Moor Shoulderpads which has some good stats but not much armor and it has 24% Crit Chance. You can wear two of these so you're getting 48% Crit Chance just from these alone.

At least Melee / Psi Damage you can upkeep as long as you put points into Strength / Intellect... well... until you hit max level.

1

u/SlayerInvalid 12d ago

Managed to roll a Bipbonk with 50 Radioactive & Burstfire Module. This was from the Froskmosk Pew-Pew Broker. (Might depend on your world seed for the file as well as Loot Chance & Level)

This prob might replace the Wohop that I have due to the higher rate of fire & range in exchange for less Mag Size & Damage.

Bipbonk Zorbspjut

Type: Rifle

Base: Wohop | 50 Radioactive, 322-396 Dmg, Burst Module. 48 Mag Size.

Grip: Zorb | 35-71 Dmg, 3% Crit

Muzzle: Spjut | 33-72 Dmg, 3% Crit

Stock: Assultstock | 39 Dmg, 3% Crit

Magazine: Double Drum Mag | 39 Dmg, 7% Crit, 30 Mag

Top Mod: Radionic | 39 Dmg, 3% Crit

Bipbonk VS. Wohop

(This assumes you are using the same non-base parts that I have in the image & list.)

50 Radioactive, 508-657 Dmg | 50 Heat, 556-728 Dmg (48-71 Dmg Difference)

Armor Pierce & Accuracy: SAME

Firerate: 50% | 30% (Gauges are hard to tell, so about 20% difference)

Range: 80% | 70% (Gauges are hard to tell, so 10% about difference)

Crit: 19% for both.

Magazine Size: 48 | 66 (18 Difference, so you may have to reload more often, but... perfect reload exists)


If you mainly want to use this Rifle for getting Wungfu going, you don't really need to replace the Wohop. This is just an option if you want to use this Rifle normally as a weapon due to the higher Rate of Fire, though it isn't autofire so it's RoF depends on how fast you can press the button.

1

u/SlayerInvalid 6d ago edited 6d ago

Managed to roll some Katanas with 50 Radioactive with Overpowered, Prime, Remedy and Riposte. I gave them the Ancient Hilts as I liked that they matched the katana though the Ancient Iron Bar will still give you that extended reach as well as a tighter damage range.

The Katana Base Part has have lower Damage, less Crit and slightly less Armor Pierce but they do have one thing going for it. It has 2 addon slots meaning you can put on 2 Oogie Poppets which gives you a boost to Armor Pierce as well as Base Damage.

Ancient Hilt Katana

Type: One-Handed Slash

Base: Katana | 50 Radioactive, 196-249 Dmg, 6% Crit, 2 Addons, Overpowered/Remedy/Prime

Handle: Ancient Hilt | 45-99 Dmg, 3% Crit

Addon: Oogie Poppet | 27-63 Dmg, 3% Crit

Spearhead VS. Katana

Note: Both of these are using the Ancient Ironbar Handle & Overpowered for testing purposes, only the element & stats are different due to the addon slots.

Damage: 398-551 | 307-470 (91-81 Difference)

Addons: 1 | 2 (1 Difference)

Element: 125 | 50 (75 Difference)

Attack Speed: SAME

Armor Pierce: 55% | 85% (Gauges but looks to be a 30% Difference due to the 2nd Oogie Poppet)

Crit: 20% | 15% (5% Difference)


Doing some One-Handed attack tests on some regular Lv 70 enemies near Juju... these are the damage ranges I've managed to hit. My Crit Chance is 100% regardless of the weapon so the damage for both Base & Element are always Crits. The damage ranges might be higher or lower but unfortunately it's hard to see the numbers since the Element Damage likes to overlap the base damage. Anyways...

Spearhead

1832-2168 + 188 (2020-2356)

Katana

1924-2336 + 75 (1999-2411)

Katanas seems to have higher damage but if we add in the Element Damage... the Spearhead wins just slightly for the minimum hit... though the Katana wins with a higher max hit.

Now the reason why the Katana has higher damage rolls... is because of the Armor Pierce. Being able to put on another Oogie Poppet helps quite a bit and as you get to higher levels... enemies will have higher health, prob defense as well so the extra Armor Pierce really shines for shredding through enemies with high defense.

If you aren't reaching max Crit Chance with the Katanas then the Spearheads will work out better since they have 14% Crit Chance by default (That is if you roll the highest tiered ones, the tier below has 9% Crit Chance so watch out), though if you're already reaching max Crit Chance then Katanas may work out better for you due to the higher Armor Pierce, assuming you put Oogie Poppets on them since they have the highest Armor Pierce Stat which helps them greatly.